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The official PlayStation Blog for news and video updates on PS3, PS4, PSN, PS Vita, PSPTue, 31 Mar 2015 17:19:03 +0000en-UShourly1http://wordpress.org/?v=4.1Joe Danger 2 Coming to PS Vita on January 13thhttp://blog.us.playstation.com/2015/01/07/joe-danger-2-coming-to-ps-vita-on-january-13th/
http://blog.us.playstation.com/2015/01/07/joe-danger-2-coming-to-ps-vita-on-january-13th/#commentsWed, 07 Jan 2015 15:00:07 +0000http://blog.us.playstation.com/?p=147887Hello, PlayStation.Blog! Did you have a good Christmas? We did. We slept and slept so we could fully recover from working up to PlayStation Experience, and now we almost feel back to normal. And ready for 2015!

In Joe Danger 2 for Vita, we have some special guest appearances, courtesy of our friends and neighbours Media Molecule. From the lovely Tearaway we’ve got Atoi and Iota, and from LittleBigPlanet we’ve got Sackboy.

They join all nine of the mercs from Team Fortress 2 and Steve from Minecraft. These were part of the PC version, from where we’ve also brought across a special Minecraft stage for Movie Maker, Joe Danger 2’s level editing mode.

Weirdly, all this actually makes Joe Danger 2 for Vita the biggest-ever version of the game! Hours and hours of play await across 85 levels, including 15 from the Undead Movie Pack, which comes included in the Downloadable Tours section — plus a total of 35 playable characters.

And like JD on Vita, which we released back in September, Joe Danger 2 runs at a super-smooth 60 frames per second, and features ghost downloads so you always have something to race against, online leaderboards, and new Vita-tuned controls. Plus, you can create new levels in Movie Maker mode using touchscreen controls, and of course there’s a set of Trophies to earn.

Want to take a look at Joe Danger 2? Here’s our original trailer!

We hope you enjoy it! We’re going to close up shop for a bit now, but not to rest. Far from it. But we’ll talk again soon-ish! Have a happy New Year!

We’ve just come back from Vegas, where the whole team went to Playstation Experience, The Game Awards (and then the Grand Canyon for biome research).

This has been a very different kind of year for us. This time last year I was worried that no one would watch our reveal trailer, and now I just worry if we can live up to some people’s excitement. So many people have been so lovely and supportive. Personally I’m going to disappear in 2015, probably until the game is out. I just want to focus on programming, which I definitely prefer to talking to press, which I’ve done a lot this month.

Also this month we are on the cover of Game Informer, which was a huge moment for me (it’s a first for an indie game). They are doing lots of video features, and people say the quickfire question one is good. I haven’t actually watched any of these, but I saw some animated gifs of my face whilst browsing NeoGAF, so that was enough for me. :(

Hopefully the vids are ok. :)

It’s been an incredible year. We’re going to focus on finishing No Man’s Sky, but I want you to know how much we’ve valued each message you’ve sent us. Thank you. It means a lot to me and the team.

Have a super happy Christmas and New Year. Here’s to 2015, the year No Man’s Sky comes out.

I’m Sean from Hello Games, and I’m having a bit of a crazy weekend here in Vegas!

A year ago today we first revealed our game called No Man’s Sky. These twelve months have been life changing for all of us at our little studio. Your response to what we’re making has been inspiring, affirming, and only sometimes totally terrifying. But in the best way :)

We’ve only shown the game off twice, once at VGX’s last year, and then again at E3. Since E3 we’ve been working incredibly hard, and I know some people were keen to see more of the game.

No Man’s Sky is a science-fiction game, set in an infinite procedural universe. It’s a hard game to summarize sometimes, so I always want us to release direct gameplay, to just capture moments from the game, without lots of cuts. Yesterday at The Gaming Awards, we gave a glimpse of more gameplay.

I’m also incredibly excited to announce that 65daysofstatic, probably my favorite band, is going to be writing a new album of music inspired by NMS. Their music has always provided the soundtrack to everything we’ve shown so far, and we’re going to collaborate to create a unique generative soundscape for the game.

The universe you explore in No Man’s Sky is limitless… infinite. Today, at PlayStation Experience, we really wanted to show you what that scale looks like for the first time. Something that I hope will give you a sense of the extent of the galaxy, and your place in it.

So here’s a new video, taken directly from a playthrough session:

The music from that video is the first new track from the new album from 65daysofstatic. Hope you like it.

If all that wasn’t enough, we’re holding something special tonight for fans. An event that everyone can experience with us. We’re calling it A Night Under No Man’s Sky.

If you’re here at PlayStation Experience, you can come along to Sands Expo Hall A, or if you’re at home you can watch the stream on Twitch: http://www.twitch.com/playstation

It’s been a lot to pull together for a very small indie team, but we’re having a lot of fun. We really hope you enjoy it too.

Hello, PlayStation.Blog! Let’s get right to it! We’re excited to announce that our game Joe Danger will be launching for PS Vita on September 2nd via PlayStation Store!

And that’s not all! PlayStation Plus members will get it for FREE as part of their September batch of games. Actually, you might already know this, because Sony’s official PlayStation Plus September announcement has made that pretty clear.

We know it’s been a bit of a wait, but we wanted to make sure it is perfect, and we’re incredibly proud of what we’ve been able to achieve. It’s everything you’d expect from Joe Danger in your hands.

It runs at a super smooth target of 60 frames per second, it’s pin-sharp, and super colorful.

It features every level in the PS3 original, plus the never-before-released on PlayStation Laboratory levels, making 84 levels in total. That’s a lot of game. Our UK indie friends Four Door Lemon have really helped us make it the perfect version.

What else… There are 25 characters to play as, a full set of Trophies to win, and the Vita version features a slightly tweaked control system so it plays really nicely. For the first time you can create your own levels with Vita touch controls. The game automatically downloads player ghosts for you to race against, which is another feature that has never been on PlayStation before, and there are online leaderboards for you to compete on, against your friends, and the world.

So you could say it’s more Joe Danger than ever, smaller than ever.

But what about the sequel, Joe Danger 2: The Movie!? Well, it’s still on the way! We’ll have news on that soon-ish.

Hello PlayStation.Blog! I’m Sean Murray, and I work at a little indie studio in the UK, making a game called No Man’s Sky on PS4. I’m writing this on a plane back from Gamescom, where we showed some press the game behind closed doors.

We’ve only done three days where we’ve talked to press about the game so far (two at E3 and one at the VGXs last year), but for an indie game we’ve had lots of interest and excitement. Something I’m still struggling to get my head around. So much so that I didn’t actually want to go to Gamescom! We’ve never actually shown any European press the game though, and we felt bad about that.

PlayStation provided a room and I gave a hundred press a demo of the game for an hour, together with a really rambling presentation… where I apparently never looked up at the crowd once.

I can’t really remember what I said, but I guess I wanted to share some stories from development, and I thought maybe you’d find them interesting, too.

We tell people No Man’s Sky is a science-fiction game, set in an infinite procedural universe. When I read sci-fi growing up, though, the thing I always wanted to experience was the feeling of touching down on a planet that no one had ever been to. To walk over the crest of an alien landscape and not know what I might find.

My favorite moment so far from making No Man’s Sky happened a few months back. David was adding four-legged creatures to the game (he insists on calling them ungulates), Hazel was adding a weather system, and Ryan was adding collision to all the trees (which is really hard when you have a whole forest full of them).

I hadn’t seen any of this, and I was flying around the universe, trying to take some screenshots. I neared the surface of a planet and suddenly it started to rain. As I was touching down I scared some deer who broke through the woods, dodging in and out of trees. Now this was jaw-dropping to me, because I’ve never seen any of these systems before, but also it felt like this was a real place I’d discovered. No one had been there before, and I didn’t know whether to shout excitedly, or just keep it to myself.

In a nutshell, moments like that are No Man’s Sky for me. Sure there is trading, combat, weapons, ships, and a core game, but really for me the quiet moments of discovery are what it’s all about.

The cool thing is that every planet has a single number, a random seed, that defines everything about that planet. A single random seed generates every blade of grass, tree, flower, creature. So as the developer I can note down the planet seed, and then just go back there any time I want. We demoed this at Gamescom, just jumping round the universe to different planets. There are no load times, because nothing needs to load, as the planets are entirely computer-generated.

Really this seed defines how many planets you can discover before things start to go a bit crazy and undefined. For us we choose a big number. We’re working to a 64-bit system, which is 2 to the power of 64… or 18,446,744,073,709,551,616 possible planets. Even if a planet is discovered every second, it’ll take 585 billion years to find them all!

Being a coder, I really enjoy the tech side of things, but that’s not what’s important. What’s important is how interesting, varied, and exciting we can make this universe of ours. That’s what developing No Man’s Sky really is. It’s about filling the universe.

The procedural technology does lots of that for us, but we have to provide it with the sparks, like the patterns of spaceship design that we think look great, and different types of creature and the way they vary. We have to build the systems, the rules. We’ve shown so far creatures that you’ll be familiar with, but we’re thinking now about creatures that look far more alien, and they’re slowly changing the way even we’re perceiving the universe. It’s getting weirder, maybe not so friendly, and surprising us at every turn.

It’s been a joy to see the game boot every day as No Man’s Sky becomes richer and more varied and we see more surprising things, but it’s also sort of frustrating, because it’s so hard to share our excitement at what we’ve been creating. It has never felt right to just go and show off lots of a game that’s about discovery. It’s like that should be up to you when you finally get to play. I can’t wait for that, and it just makes me want to finish the game as soon as we can.

And my plane has just landed! Thanks again for everything, and we’ll talk again soon.

]]>http://blog.us.playstation.com/2014/08/26/no-mans-sky-a-whole-universe-to-explore/feed/72http://blog.us.playstation.com/wp-content/uploads/2014/08/No-Mans-Sky.jpg4.48Managing Director, Hello Games720No Man’s Sky on PS4: The Ambitions of Hello Gameshttp://blog.us.playstation.com/2014/06/27/no-mans-sky-on-ps4-the-ambitions-of-hello-games/
http://blog.us.playstation.com/2014/06/27/no-mans-sky-on-ps4-the-ambitions-of-hello-games/#commentsFri, 27 Jun 2014 13:00:56 +0000http://blog.us.playstation.com/?p=134903One of the undisputed highlights of our E3 2014 media briefing was the moment when Hello Games’ visibly nervous Sean Murray clambered on stage to show off No Man’s Sky, his team’s remarkable open-universe, science fiction epic which will debut on PS4. As you’ll hopefully have ascertained in the press coverage since (and in Sean’s blog post), there’s extraordinary ambition on display here, especially given the size of the Hello team, and it was no surprise that it was arguably the buzz game of the show.

48 hours after his moment under the E3 spotlight, we were lucky enough to sit down with Sean and learn the story behind Hello’s journey from humble beginnings in Guildford, UK to the biggest stage in gaming, surviving natural disasters in the process. Not only that but he also laid bare his mind-boggling vision for what No Man’s Sky will be. Trust me, this one is well worth a watch…

My name is Sean Murray, and I’m part of an independent studio called Hello Games. You might know us from a game called Joe Danger. That’s the only time I’ve been on the blog before. Sony was incredibly supportive of us back then, when we were just starting out as four friends, making our first game.

Now Sony is putting our next game, called No Man’s Sky, on the biggest stage in the world of videogames… and I’m feeling pretty sick with nerves.

I’m writing this during the rehearsals for Sony’s E3 keynote. I’ve never been before, just watched every year from home. It’s a lot bigger in real life.

No Man’s Sky is a science-fiction game coming to PS4. It’s incredibly ambitious and set in a vast universe we have created.

It’s a game without limits. If you see a mountain, you can trek there. From that mountain, if you see another planet hanging on the horizon, that’s a real place, with its own ecology. You can get in your ship, fly into space and it’s yours to explore. Not just that, but every star in the sky is just the light of a sun, with its own solar system waiting for you to discover and adventure in.

To put together our demo for E3, I’ve just been flying around, looking for nice locations for screenshots. Normally as a developer, your game doesn’t often surprise you, but I’ve just been grinning ear to ear as I’ve explored. Getting into fights with pirates, attacking space stations, discovering life I never knew existed. I guess I’m biased, but there are moments where my jaw drops, just seeing unexpected results emerge from procedural systems we’ve created.

Going out on the stage at Sony’s E3 press conference will be the biggest thing our little studio has ever done. We’ve been planning this game for years, even knowing that Joe Danger was a stepping stone to get to this point. Four of us went into a little room last year and finally started prototyping it. We didn’t even know if what we wanted to do was possible.

Before we finally announced it at VGX we just had no idea how No Man’s Sky would be received, but the incredible reaction helped us get through some real difficult times in the months since, like when our studio flooded at Christmas, and we sort of lost everything.

We’ve all been working so hard for our E3 demo since then. We haven’t done any press, or talked to anyone really, we just wanted to make the game, and prove ourselves worthy of all the kind words we’ve had since the VGXs. In that time we’ve seen the universe explode as we’ve designed hundreds of new procedural systems that have led to new forms of life, new patterns of vegetation and amazing geological formations. Back at VGX, the game was so young. Now it’s much more complete.

I’ve flown out first, but the whole of Hello Games is joining me soon to sit in the audience. I can’t wait to see them – it’ll be our first E3 for everyone.

By the time you’re reading this, hopefully the show went off without a hitch and I didn’t vomit on-stage, or whatever (potentially I’m already some sort of animated gif meme embarrassment). But most of all, we hope you like what we’ve shown today.

Thanks for all your support!

]]>http://blog.us.playstation.com/2014/06/09/no-mans-sky-coming-to-ps4-new-trailer-revealed/feed/62http://blog.us.playstation.com/wp-content/uploads/2014/06/space-killfeatured.jpg4.36Managing Director, Hello Games620Joe Danger on PS Vita: 2 Full Games, 3 New Charactershttp://blog.us.playstation.com/2014/04/01/joe-danger-on-ps-vita-2-full-games-3-new-characters/
http://blog.us.playstation.com/2014/04/01/joe-danger-on-ps-vita-2-full-games-3-new-characters/#commentsTue, 01 Apr 2014 13:32:38 +0000http://blog.us.playstation.com/?p=127257Sean and the gang at Hello Games. We made Joe Danger, the super-colorful, super-challenging racey platformy series starring a fat little stuntman! People have seemed to like it loads, calling it all kinds of nice things like “astounding” (Official PlayStation Magazine) and “perfect” (Game Informer).]]>Hello PlayStation.Blog!

I’m Alex! I work with Sean and the gang at Hello Games. We made Joe Danger, the super-colorful, super-challenging racey platformy series starring a fat little stuntman! People have seemed to like it loads, calling it all kinds of nice things like “astounding” (Official PlayStation Magazine) and “perfect” (Game Informer).

So, you might remember that we’re bringing Joe Danger to PS Vita, and I’m here to tell you that we’re nearly finished! Also, I wanted to tell you some super special news.

So first up, both of our big-console games, Joe Danger and its sequel, Joe Danger 2: The Movie, are running on PS Vita at a smooth-as-butter 60 frames a second, looking clean as you like, and they play so, so nicely in your hands. 60FPS has always been so important to us, because that’s how the games we grew up with ran. So it’s fantastic that Vita can make it happen, especially since it totally looks just as good as the PS3 version. We’re pushing about 400k polys a frame, which is pretty amazing. It loads real fast too. :)

You won’t believe the work that’s gone into making this happen – our friends at Four Door Lemon have done an amazing job squeezing Danger into such a small form factor. We’ve always prided ourselves on our games running perfectly, and we’re so happy that Vita totally lives up to it.

So what will you get with the two games? Let’s talk numbers. Joe Danger features 84 levels, including the Director’s Cut and Laboratory stages, and 25 characters to play as. Joe Danger 2 features 85 levels — including 15 from the Undead Movie Pack we originally released as DLC for the PS3 version — and a whopping 35 playable characters. Seriously, there are dozens of hours’ play in these two releases. It takes our tester, Gareth, nearly three solid days to play through them both. Honestly, this makes him really happy.

We’ve also brought loads of improvements we made in Joe Danger 2 to the original, so both games automatically download ghosts to race against, plus they have online leaderboards and there’s a full complement of Trophies to collect. We wanted these games to be the best versions you can get.

“Alex!” you’re potentially shouting. “I’m stoked to hear this, even if it’s little more than I’d expect of Joe Danger. But there’s one more thing I need to know about. The original games somehow use pretty much every button on a DualShock, so how the heck do you play it on Vita?”

A fine question! We’ve spent a long time tweaking the controls to feel great on Vita, and we think you’ll like the results because they’re really simple! First, we’ve added touch controls for the menus and the Editor mode! This makes the games really easy to navigate. And in play, the only differences are that Circle now tricks as well as punches, while Triangle is a second trick button. The bottom line is that it feels so natural; we’ve been racking up some crazy scores already!

OK, so that’s the main course. Now onto the pudding: that special news. Following a little pub chat with our friends at Media Molecule (and then some rash late night promises) we’re really excited to announce that they’ve have helped us to put three new characters in Joe Danger 2!

You’ll be able to play as Tearaway’s Atoi and Iota (Tearaway is a completely lovely game that everyone should play, btw).

And there’s some guy called Sackboy, too? Maybe you know about him.

They fit so nicely in Joe’s colourful world. Sackboy is in our game! Sackboy! It’s so good. Thanks, Media Molecule! Hey, maybe Joe can take a holiday in LittleBigPlanet sometime?

So that’s us. We’ll be following up with release dates really soon, but for more news on all things Hello Games and Joe Danger, why not follow us on Twitter and Facebook, and maybe come visit our website! Thanks so much for reading!

]]>http://blog.us.playstation.com/2014/04/01/joe-danger-on-ps-vita-2-full-games-3-new-characters/feed/27http://blog.us.playstation.com/wp-content/uploads/2014/04/JoeDang.jpg4Hello Games270Joe Danger, Joe Danger 2 Coming to PS Vita in 2014http://blog.us.playstation.com/2013/08/22/joe-danger-joe-danger-2-coming-to-ps-vita-in-2014/
http://blog.us.playstation.com/2013/08/22/joe-danger-joe-danger-2-coming-to-ps-vita-in-2014/#commentsThu, 22 Aug 2013 15:00:18 +0000http://blog.us.playstation.com/?p=113841Joe Danger and our little studio began, so it feels really good to be able to announce that we’re bringing Joe Danger and its sequel, Joe Danger 2: The Movie, to PS Vita next year! Our team owes so much to the PlayStation community…]]>Oh man! It’s so good to be back on the PlayStation.Blog! PlayStation is where Joe Danger and our little studio began, so it feels really good to be able to announce that we’re bringing Joe Danger and its sequel, Joe Danger 2: The Movie, to PS Vita next year! Our team owes so much to the PlayStation community…

We released Joe Danger on PS3 all the way back in 2010, which seems pretty much like a decade ago now. To us, anyway. Joe Danger was inspired by our love for the fun, colourful, and challenging games that we grew up playing on SNES and Megadrive, and with your help our little fat stuntman gained a load of fans and highscore chasers, which made us incredibly happy (and frustrated with our skills at our own game).

Anyway, the game did well enough to give us a chance to release Joe Danger 2 last year, which was the Joe Danger we had in our heads (before the realities of our little team actually getting it finished got in the way). With loads of vehicles, scenarios and settings, we’re incredibly proud of it.

This should all explain why we’re so pleased to be able to announce Joe Danger for PS Vita. It’s something we’ve been quietly (but excitedly) working away on for little while (If you could play it right now, you’d be excited too!).

One of the reasons we’ve fallen in love with PS Vita is its power. It’s super, super important to us that our games run really smoothly. Like, 60 FPS smoothly. There’s nothing like the super-slick movement and sense of responsiveness of a really well-made game. That screen just looks so lovely showing colorful, vibrant games too.

Another big reason why Vita’s perfect for Joe Danger is in its controls. On PS3, Joe Danger uses pretty much every button, stick and trigger for something, so all Vita’s inputs — from its touchscreens to its dual analog sticks — are essential. We’re aiming for Joe on Vita to play at least as well as it does on PS3! We’ve got some surprises in store for our level editor, too.

We want to bring the console game across without losing a single bit of what I’m proud of, so we’ve got a lot of work ahead of us. But hopefully I’ll be able to tell you guys more as we get closer to launch. Maybe there’ll be a few surprises! (There will be.) Until then, thanks so, so much for all your support over the past few years. Without you guys, we wouldn’t be here, so I hope we do you proud.

Speak to you again real soon!

]]>http://blog.us.playstation.com/2013/08/22/joe-danger-joe-danger-2-coming-to-ps-vita-in-2014/feed/27http://blog.us.playstation.com/wp-content/uploads/2013/08/joedanger.jpg4.29Managing Director, Hello Games270Joe Danger 2 on PS3 October 9th with Exclusive Contenthttp://blog.us.playstation.com/2012/10/05/joe-danger-2-hits-october-9th-with-exclusive-content/
http://blog.us.playstation.com/2012/10/05/joe-danger-2-hits-october-9th-with-exclusive-content/#commentsFri, 05 Oct 2012 15:00:26 +0000http://blog.us.playstation.com/?p=86790PlayStation Blog so soon! I'm here to tell you something surprising! Joe Danger 2 is coming to PlayStation gamers very soon, next week in fact! That's October 9th in the US!
PlayStation owners are getting a huge exclusive DLC pack of bonus content too. I'd love to tell you more about it, but first I'm going to have to explain a little about how we make games.
When we make a game, we make it for ourselves. We play it every day, getting better and better at it. The great thing is that you get rid of every snag and rough edge, but then we let our friends play, and realise it has become too hard!
]]>It’s great to be back on the PlayStation Blog so soon! I’m here to tell you something surprising! Joe Danger 2 is coming to PlayStation gamers very soon, next week in fact! That’s October 9th in the US!

PlayStation owners are getting a huge exclusive DLC pack of bonus content too. I’d love to tell you more about it, but first I’m going to have to explain a little about how we make games.

When we make a game, we make it for ourselves. We play it every day, getting better and better at it. The great thing is that you get rid of every snag and rough edge, but then we let our friends play, and realise it has become too hard!

That’s what happened when we made the original Joe Danger, as four guys sat in a room playing our own game. We actually first made a very tight, very challenging game that took about 10 hours to complete. It was pure and intense! No tutorials, no handholding, just fun arcade gameplay. Our friends loved it, but only the most skilled players could master it. In fact no one was able to complete it!

We knew we had to go back to the drawing board, we wanted Joe Danger to be more accessible and easier to get into. We scrapped about half of the levels, and toned down the rest. Then we added a huge amount of new content, to make the original Joe Danger the 25 hour fun-fest that was such a hit on PS3!

The sad thing is, no one ever got to play this prototype game we now refer to as “Joe Danger Gaiden”. It was an alternate Joe Danger for a true fan, and I still play it every now and then. When we came to make the PS3 version of Joe Danger 2, I thought it would be a great opportunity to let our original fans play this unseen version.

So what is it? Well, it’s a complete game that takes easily ten hours to complete. Many of the levels will be familiar to fans of the original, and others are experiments that we loved but were too challenging or quirky for the main game.

We’ve gone back and added all the cool new things from Joe Danger 2, like Pro Medals, Ghosts, new leaderboards and hidden challenges where you become a monkey on a jetpack!

All the levels use the scrambler from the original, which isn’t normally in Joe Danger 2. You play as Team Nasty (Joe’s rivals), and each one of the 5 members gets their own tour with 5 levels each! It starts out easy, but it really does get intense!

It is set in the Motion Capture lab from Joe Danger 2. This is a pure, abstract environment, and is where we develop all our levels and experiment (we use the grid markings to make the levels flow perfectly). It allows you to focus on the challenge!

As well as that extra content, we’ve taken the time to add a few new features and tweaks for Joe Danger 2 on PlayStation 3! I’ll do my best to remember them all…

Replays and Youtube Support
What’s the point of being the World’s Greatest Stuntman, if you can’t show your friends? Now you can save, playback and upload to youtube your greatest stunt spectaculars.

Developer Picks
On Joe Danger 2, you can share your own levels globally online. As well as all the extra content in Joe Danger 2, we’re also getting ready some exclusive developer levels which will be ready on launch day!

Custom Soundtracks
We love the Joe Danger music, but we think we’ve heard it a few too many times now. Personally we like to listen to eighties rock, while we take over the leaderboards.

Level Editing
The Sandbox was one of our most popular features. Now that you can share your levels across the globe, we wanted to make the Level Editor even more powerful. Every Friday we’ll be picking the 5 best user levels, and highlighting them on our front page.

Unlocking Joe Danger
If you own the original Joe Danger, then you’ll unlock the original Joe and his bike for Joe Danger 2. Then you can play the entire game as him if you want!

Downloadable Tours
On PlayStation 3 we’ve created an area which allows us to release new Downloadable content straight into your game. This is where you’ll find “Joe Danger Gaiden”! We already have another pack planned in the next month…

Lots More
We’ve tried to make everything just a little bit better, from big things like how the leaderboards work, to little things like making one annoying sound a little quieter. If someone has noticed it, we’ve tried to fix it.

Hidden Stuff
We couldn’t resist putting in some surprises for people who have already played Joe Danger to death. Especially if you 100% completed the game, or think you have gotten all the Pro Medals, you might want to have a another look.

Hello Games wants to genuinely thank the community again for their amazing support. We really hope you enjoy the new features and content! Go and spread the word :)

We are releasing on October 9th in America, and the price is $14.99. It’s a huge game, with this content it has 125+ levels and will take over 50 hours to complete!

You can keep up to date with Hello Games and Joe Danger on our blog, follow us on Twitter or even just send us a mail!